Immunity

Discussions about the server script changes.

Immunity

Postby keeri » 18 Jan 2018, 17:42

not planning to significantly change the immunity, just a trivial question

do you want immunity to be rounded down to 18/24/30/36/42 hours as it is now
(meaning if your your faction is supposed to get 23 hours of immunity, it will only get 18)
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or change it to a more precise one?
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Re: Immunity

Postby Jeffrey Baker » 18 Jan 2018, 19:51

I think it should be more precise

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Re: Immunity

Postby Fero Londo » 18 Jan 2018, 20:25

Seeing how the difference is very minimal I feel like this should only be changed if it doesn't cause any extra lagg.
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Re: Immunity

Postby Pie Eater » 18 Jan 2018, 20:54

I believe the rounded down one would give more variation then the precisie one, as in having some trouble for a while but then having your immunity suddenly increased by a couple of hours. I'd like that one the most I think.
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Re: Immunity

Postby keeri » 18 Jan 2018, 22:35

Fero Londo wrote:if it doesn't cause any extra lagg.

different order of operations
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Re: Immunity

Postby akujy » 18 Jan 2018, 22:42

More precise seems better.
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Re: Immunity

Postby ACuteKittenP » 18 Jan 2018, 23:12

depends on if this would get rid of the ridiculous 100+ immunity time. if so the rounded down one, if it doesn't effect it the more precise one please :D
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Re: Immunity

Postby krpajda » 18 Jan 2018, 23:15

Would be harder to game the system and guess when the enemy's immunity will end with the precise model. Probably a good thing?
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Re: Immunity

Postby Jacob Wolf » 19 Jan 2018, 05:13

krpajda wrote:Would be harder to game the system and guess when the enemy's immunity will end with the precise model. Probably a good thing?

I pretty much like the precise model for the same idea - you don't know for sure how long a faction's immunity will last, as opposed to now where I can usually say that after any given cap, we have ~24 hours, enfs have 17-18 hours, Ulars have 17-18 hours, and Roaches have 17-18 months, pretty reliably.
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Re: Immunity

Postby keeri » 19 Jan 2018, 12:45

thanks for the input, server now uses the following version, it's a slightly adjusted variant of the precise version, which should be a bit more suitable in different conditions. green for mitigated attacks, red for lost points

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Re: Immunity

Postby Lily Corleone » 19 Jan 2018, 23:29

For someone like me who doesn't understand the graphs, can you please explain the hours?
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Re: Immunity

Postby Pie Eater » 30 Jan 2018, 16:45

Lily Corleone wrote:For someone like me who doesn't understand the graphs, can you please explain the hours?

On the bottom axis is the multiplier of a given number of points. Say 1= 100 Points, the 1.2= 120 Points. The left Axis shows the amount of hours that go with it.

Someone with a multiplier of 1 has just a little less than 20 hours (in case of green) immunity in this case. The amount of points that equals this is still not known to me.

There's my interpretation of the graph at least, correct me if I'm wrong.

The less points you have, so the lower you get on your bottom axis, gives you more immunity or higher on the left axis.

The difference between green and red is succesfull DZ or not. Green is when no land is lost, red when land is lost.

Basically you can connect any colored point with 90degrees onto the axis to give you information about it.

I hope you understood that, I'm not really a teacher tho
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